Advise on More Efficient / Lockstep Multiplayer?

Hm, someone on my Skype Group has the same problem doing an RTS game. Because you don’t want to replicate all arrows over the net, but just the command the client gave the units.
And then let the units shoot the arrows on the other clients without synching the real position.

I guess the problem is that the Unreal Engine is just not suited for this. P2P networking is still on the roadmap of UE4 under “wishlist” and since the UE4 network system is far from P2P,
i don’t think it will ever come.

So you would need to step back from UE4 Networking and write your own lockstep network system. Or at least i guess that. I’m far from being good in this, but i just wanted to leave this
answer so that you know that others also struggle with this.

Maybe you can find a solution. If he doesn’t find this thread i will link it to him. Maybe you can talk about that :smiley: